Yeah. The term arose around the time the Vive was released to distinguish against the Oculus Rift. It was a fairly subtle distinction - the Rift at that time was optimised for front-facing experiences because it came with two cameras you usually mounted on each side of your monitor. If you moved out of their cone or occluded them by turning around too much then it would lose tracking so most games assumed you'd mostly be facing forward.
The Vive on the other hand had tracking that was usually mounted in opposite corners of the room. Two trackers were more than capable of covering an average sized room and the only limitation on your movement was cable tangle.
The Rift tracking got a lot better eventually - even with two cameras.
The other meaning of the term is sometimes to distinguish between VR that can track the headset position (6DOF) as well as it's rotation (3DOF). But all serious VR is 6DOF nowadays. 3DOF is pretty much the domain of "slide your phone in this thing" VR or headsets that are intended mainly for viewing 360 video.
So - two different meanings of "room scale" that mean quite different things.